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GMA - Adventure Guide
GMA - Adventure Guide
Special Thanks
This project was backed on Kickstarter by more than 360 supporters. Without their help, The
GameMaster’s Apprentice would never have been more than a pet project in my own home games.
Thanks so much!
The GameMaster’s Apprentice deck and documentation, copyright 2014, owned by Larcenous Designs, LLC.
Larcenous Designs, LLC, and associated marks are owned by Nathan Rockwood. Graphic design and
iconography by Max Johnson.
INTRODUCTION 3
What is an Adventure Guide? 3
How to use this guide 3
ADVENTURE FRAMEWORKS 4
Framework Creation Summary 4
Choose a Core 5
Ask a Big Question (Optional) 6
Choose a Doom 7
Create Three Other Problems 9
Ask 13 Little Questions (Optional) 10
The Point: Scene Creation 10
Example of a Complete Framework 11
Blank Framework Sheet 12
ADVENTURE PREMISES 13
Fill in the Blanks 13
The Questgiver 14
The Task 14
Reasons 16
Horror Premise Tag Symbols 17
CHARACTERS 18
Professions 18
Horror Character Tag Symbols 19
ENCOUNTERS 20
Premade Combos 20
Horror Encounter Tag Symbols 21
UNCERTAINTY 22
Fearful Chaos 22
Suspicion Tag Symbols 23
Questionable Decisions 24
● Choose a Core
● Ask a Big Question which the game will revolve around (optional)
● Choose a Doom
○ Describe the Doom’s Goal
○ Outline the Doom’s Plan to achieve this goal, in 2-3 stages
○ Create the Cast for the Doom, describing 1-3 characters or features
● Create 3 other Problems
○ Choose a different Type for each Problem (recommended)
○ Give each a Goal
○ Outline the Plan each has, in 2-3 stages
○ Create a Cast for each Problem, including 1-3 characters or features
● Ask 1-3 Little Questions that provide interesting hooks (optional)
To drive back the dark : This Core is at the heart of stories where the protagonists are taking an
active role in their encounters with the horrific; they may be adventurers, investigators, ghost hunters,
or even just normal people taking some initiative, but the point is this: they choose to fight, at least at
first, and there is a chance (perhaps a small one, but a chance nonetheless) that they can defeat their
foes. The characters in stories like this are likely (but not required) to be presented as the heroes in a
fairly clear fashion, and moral ambiguity is likely to be low.
To survive the night : This Core covers many different types of horror story: slashers, haunted
houses, cabins in the woods, creepy hotels, zombie apocalypses, ghost hunts gone wrong, investigators
who are doomed, etc. The common element is that the characters are in over their heads and/or
surprised with the situation, and are thus likely to be unprepared and failing to work as a team, at least
at first. The tension this brings often (not always, but often) leads to intra-party conflict, or works well
when there are potentially traitors in the midst of the characters, be they PCs or NPCs. If the players
desire such conflict, that can easily be incorporated; the same goes for high levels of moral ambiguity,
as the characters’ values are tested by their difficulties.
To gaze into the abyss : This Core is typical of stories focused on the confrontation of darkness
for personal gain, power, revenge, or similar; the protagonists may be more anti-hero (or straight-up
bad person) than hero. Characters in urban fantasy and modern supernatural horror, who might
themselves be vampires, werewolves, ghouls, and so on, often fit into these games well: they and their
world are horrific, and they know it. These tales may actually provoke fewer scares than other kinds of
horror, since they present many terrible things as humdrum and commonplace, but they also have the
potential to be much, much darker and more disturbing, given the sharper extremes that non-human
or otherwise terrible characters might experience. These stories are practically guaranteed to force the
characters into tough moral dilemmas.
There is a nearly infinite variety of questions that could be asked here; think through your
favorite books, movies, TV shows, and games if you need more inspiration!
Once you have a question, what do you do? Keep it in the back of your mind when planning and
making decisions for your NPCs. How far will we go to survive? would provoke the most thought in a
game where the characters are constantly threatened in a physical way, such as an apocalyptic
scenario or a madman’s playhouse that requires them to do terrible things. How much can a person
endure? may sound similar, but to me the difference is that this implies a constant pressure that ramps
up until a person snaps or dies--rather than the sudden life-and-death, highly-physical choices of the
first question. What is the worst pain one can feel? may work well in a setting that plays closely to the
real world in many ways, but which may subject characters to the deaths of loved ones, personal
injury, loss of faith, and so on. Who can you trust? might require a game where each character has
many pre-created connections: dependents, friends, spouses, mentors, and so on; as a GM, you would
need to give them motives and desires that might leave them at odds with their PC.
But whatever you do, you must NOT answer the question yourself! Let the players explore
possible answers as the story unfolds. The best games will develop their answers naturally, if at all, and
will still leave you thinking at the end.
Yes
If the answers to all three are , then you probably have an acceptable Doom.
While designing your Doom, keep in mind the Core (and possibly Big Question) you already
selected. Whatever it is, the Doom should fit in with a game focused on those elements.
If you can’t come up with something that feels worthy of the title, take a look at the Problems
section below; the suggested categories of Problems could all apply to Dooms, and might inspire you to
pick a Doom you wouldn’t otherwise have thought of.
Once you have a Doom, it’s time to fill out some details about them.
Swarm: Bugs, rats, demonic children, bandits, zombies; they generally present little danger
individually, but become a more serious issue in large groups or when ignored and left to enact their
schemes. Their Goals usually revolve around destruction motivated by their own survival.
Graveyard: Prisons, caverns, ancient ruins, lost temples, dungeons, tiny pocket dimensions;
these Problems are actually places, which may pose a danger in many ways. They might disgorge
monsters into a town, or they could contain something that would be terrible and dangerous if it fell
into the wrong hands.
Beast:A masterful vampire, an abusive spouse, a dreadful poltergeist; just because they aren’t
actually the Doom, that doesn’t mean they are going to sit on the sidelines. A big baddie with a Goal
that is less serious than “world domination” is still a Problem that needs dealing with; killing off the
villagers or driving a family from their home can be enough.
Corruption: A dark curse, a terrible plague, rampant distrust, murmurs of rebellion; sometimes
a Problem is diffuse or abstract in the extreme. These may not be capable of intentional planning, but
they still have a Goal, usually one that involves spreading their darkness and causing further chaos.
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To Survive the Night (In a town with a dark cult controlling it from the shadows)
Core:
Dark Master
Doom: 1) Identify and eliminate the last holdouts in the town who resist
Plan:
the cult; 2) Capture ‘an innocent’ to sacrifice; 3) Perform the sacrifice
The Master will arise
Goal: in the temple at Midnight on the solstice
and empower the cultists
The High Priest; Ben and Tina, teenagers who want OUT.
Cast:
Problem 1:
Cultists
(Swarm) 1) Have the sheriff ‘question’ any outsiders; 2) Accidents
Plan:
happen to ‘prisoners’ in the lockup
Goal:
Seek and destroy
outsiders (PCs)
Sheriff Woodward (corrupt cult member)
Cast:
Temple
Problem 2: (Graveyard) Plan:
1) Show the weakest-willed outsider (PC) visions of what they
want; 2) Cause them to hallucinate and become paranoid about a
Goal: Corrupt the mind of a friend; 3) Push them to kill a friend or loved one
visitor
Old Walter, the town drunk, who rambles madly...
Cast:
Fear (Corruption)
Problem 3: 1) Keep suspicions high, so all think everyone else is a
Plan:
cultist; 2) Push the townies to report each other/PCs to cult
Cause the townsfolk to
Goal:
rely on the Cultists for aid
Mr. & Mrs. Denway, who just want to protect their family...
Cast:
Will Ben and Tina survive and escape the cult? Will the PCs convince Old Walter to
Little Questions:
help them fight back? Will a PC accidentally injure or kill another PC or an innocent?
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Core:
Big Question:
Doom: Plan:
Goal:
Cast:
Problem 1: Plan:
Goal:
Cast:
Problem 2: Plan:
Goal:
Cast:
Problem 3: Plan:
Goal:
Cast:
Little Questions:
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asks you to
The Questgiver because r
complete this task easons
.
If any parts of that sentence are already decided for you (or by you), fill them in first, and then
skip the associated steps below; if you know the Questgiver is going to be the character’s boss, there
isn’t a reason to randomize it. Also, before you start rolling, review these tables and replace the
options you don’t like with ones that fit your style.
Also, if any non-randomized part of that sentence doesn’t fit (for example, in a game about
surviving a haunted house, you may be forcedrather than a skedto survive, etc), change or reinterpret
it as you see fit.
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Roll Questgiver
3 The [wealthy patron/mob boss/supernatural creature] that once did you a favor
The Task
Here we have a more interesting table. The first column is aimed at games that center around
surviving a foe or situation, making staying alive the focus; the second is meant to supply stories of
investigation and discovery, seeking the truth at any cost; and the last is for games about protecting
something or someone (the mask or facade of normality most people believe; the innocent; the
characters’ home).
These tables have no particular weight towards the middle, since they are already
broken down into three segments; just use a normal d10 after you’ve picked your preferred column.
However, a note on Horror, especially Survival, tasks; when building a premise with one of
these, you may need to consider that the Questgiver or Reasons may not literally ask the characters for
help, or be the reason they continue in the scenario. If ‘A world-famous celebrity’ asks the characters
to ‘escape a [prison/sadistic game/house],’ the celebrity may be the villain who has lured the PCs into a
trap for their own amusement…. likewise, perhaps ‘you were promised treasure’ as a reward for
coming to this celebrity dinner party at a creepy mansion, but that may not materialize in the end….
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3 heal a sick or wounded discover the truth of your seek the aid of a powerful or
[friend/family [ancestry/birth/homeland] legendary [being/person/
member/traveler] force/organization]
5 identify the traitorous find a retired [investigator/ stop the rise of [an ancient
[enemy agent/former professor/researcher] evil/a new dark force/a
friend/person of power] in fallen champion of light]
your midst
6 keep the group from prove someone innocent of temporarily ally with evil
fighting over [resources/ crimes that may have been terrible to fight a worse
power/relationships] caused by a [madman/ [madman/monster/force/
monster/force/organization
] organization]
7 help the group survive by scout and learn about [an cover up the evidence of a
[fortifying/supplying/ unknown area/an [supernatural
defending] their home abandoned structure/a event/monster/madman]
ghost ship or town]
8 pretend to align with the infiltrate and uncover the learn to use and control new
[madman/monster/force/ truth of a mysterious or [supernatural/psychic/divine
organization] eerie [person/town/group] /demonic] powers
10 survive the trip between identify the true villain create or reinforce a
two places despite [the behind problems blamed believable cover story for
conditions/ the on a [madman/monster/ activities by [yourselves/a
location/being hunted] force/organization] likely friend/an ally]
innocent of them
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Roll Reasons
6 you must, to prevent [the group from falling apart/the deaths of innocents/greater
losses].
9 you are the only ones who can [complete this task/know about it/survive the challenge].
16
Tower A fortress, mansion, prison, temple, Moon Recent events leave loyalties confused
ruin, isolated base, remote island, and uncertain. Who is ‘good’ and who
cabin in the woods, or similar is ‘evil’ may be in question; suspicion
location. Hard to get in and/or out. abounds, and betrayal may follow.
Crown The rich and famous are involved; Sword Physical violence is a primary concern,
someone with a lot of money or either immediately before or after the
power of another sort may be story starts. Someone, PC or
implicated, or otherwise crucial to otherwise, is attacked or injured.
the story.
Heart Family, friendship, or romance are at Shield The characters must protect someone
stake; if they were already involved, or something vulnerable; there is an
then the situation becomes more express danger to the subject. They
extreme. They could be in physical may have been threatened directly, or
or spiritual danger, or the might represent an obvious casualty if
relationships to PCs might be the PCs fail.
threatened.
Skull Death is looming and/or has already Target Mental violence is a primary concern;
struck close to home; regardless of sanity and the difference between
the cause, someone close to the PCs illusion and reality will be a focus.
is dying or dead. If only dying or Either immediately before or after the
threatened, they may be possible to start of the story, someone
save. experiences mental trauma.
Sun A ray of hope in the darkness; Wand Supernatural (or apparently so) events
whether it proves true or not, are involved, whether or not the world
something suggests a positive is meant to be explicitly supernatural.
outcome may be possible. A killer strikes and vanishes in
“impossible” ways, etc.
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Professions
Before you draw for any other
components of the character, consider giving
them a random profession appropriate to the
current setting--that may give you some ideas
to start with.
This table is weighted with professions
more thematically common in a modern horror setting towards the middle, so draw for the Difficulty
Selector instead of rolling a d10 if you want the randomization to be more in line with those genre
tropes, or change it to fit your setting more closely!
Roll Professions
2 Celebutante (rich kid, minor star, pop singer, former child actor)
5 Punk kid (high school student, frat boy, urban legend junkie)
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Tower The NPC is taciturn, surly, and Moon The NPC is hiding a secret, either big
generally unwilling to talk to anyone or small, that has at least a little
without significant motivation. bearing on the story. Characters are
likely to spot this, but may not be able
to divine the secret.
Crown Whether or not they have access to Sword The NPC has ability in physical conflict,
it, the NPC has a family which is rich, either through training or experience;
famous, and/or powerful. they may have scars (physical and/or
mental) as a result.
Heart The NPC is highly empathic, and feels Shield The NPC is suspicious, guarded, and
strongly for others, or at least slow to trust. They are not necessarily
appears this way; they connect with hiding anything, but are generally
people, forge strong bonds, and are cautious, perhaps to the point of
unlikely to leave anyone behind. paranoia.
Skull The NPC is sick, either physically or Target The NPC has an agenda that they want
mentally. They could be in danger of the characters’ help to fulfill… though
dying, and they could also pose a the characters may not be aware of it
threat to the group--or it could be at first, and it may or may not align
nothing. with their own goals in the end.
Sun The NPC is innocent, open, Wand The NPC has experience, real or
optimistic, or childlike in outlook merely professed, in dealing with the
(though not necessarily in mental age supernatural and/or mundanely
or ability). This can be equally horrific.
uplifting or dangerous.
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Premade Combos
If you draw for a random event, but get a combination of Noun + Verb you don’t think makes
any sense (or if you just want to start your game with some pre-made suggestions available), roll on
this table!
Because it only provides a Noun and Verb, you can also then draw an Adjective to further
modify the encounter, extending the table below from 10 results to 1200.
1 Unearth/Team: What was thought to be the work of one person, in fact, more than one; a killer is
really killers, or the mysterious stranger is the front-man for the mysterious group.
2 Remember/Lies: A character remembers a past deception that seemed harmless at the time, but
now is much more sinister; or now discovers they have been lied to or deceived in the past.
3 Beguile/Death: Either death looms, but is escaped, or a dying character is saved in a similarly
narrow fashion--but death doesn’t like being cheated. Are they still in danger?
5 Observe/Dream: Eerie dreams; this could go several different ways. A character might have a
disturbing nightmare now, or could recognize things they previously dreamed happening around
them--or might even begin to notice dream-like qualities in the world around them.
6 Poison/Emotion: A relationship that was positive becomes a corrupt influence, though it may take
time to fester; or a highly negative emotion is raised, and it foments conflict.
7 Condemn/Magic: This makes me think of a witch-burning (or equivalent) mob forming; it could
more literally indicate someone acting or speaking against magic, the supernatural, or a religion.
8 Imitate/Sustenance: Fake food? The PCs discover they’ve eaten something tampered with or
was
disguised (what that meat?), or the supplies they thought they had have spoiled or been
stolen.
9 Silence/Network: No bars! Your battery died! You forgot the wifi password! Or, depending on the
setting, the PCs are otherwise cut off from support and help.
10 Punish/Goodness: No good deed goes unpunished--literally, in this case. Either a previous good
deed, or the next one the PCs do, causes unexpected harm or backlash. The person they save
goes on to cause irreparable damage, or the like.
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Tower The encounter introduces a new Moon The encounter provides information
location; it could be a place to travel that contradicts something previously
to, or a new but local area (such as a known or discovered. Whether this
hidden room). revelation can be trusted, or is simply
a red herring, is unclear.
Crown The encounter has higher stakes than Sword Physical injury, due to a random act of
previously expected--its importance fate (broken floorboards), a sudden
increases. This could mean a better surprise attack (I thought you finished
reward or a more brutal punishment. off all the zombies?!), or something
similar, is part of the encounter; if it
already was, the injury is more severe.
Heart The encounter is personal for one or Shield The encounter involves a defense or
more characters; emotions run high, protection on the part of the PCs, of
grudges boil over, hearts break. It themselves or someone/something
could have been intentionally brought else. They might have to hold off an
to this point, or it may have been an attack, find a place to hide a fugitive
accident, but either way, people ten seconds ahead of the law, or do
aren’t thinking clearly. something else along those lines.
Skull Death is here; either someone has Target The encounter serves to isolate the
already died (perhaps the killer struck characters (or a character) in some
again?), or death is a likely way--either physically or socially, or by
consequences of this encounter. If it making them a literal target.
already was, perhaps a mortal injury
and the struggle to survive are a
fitting addition.
Sun Something about the encounter (vital Wand Something seemingly inexplicable
information, necessary supplies, a happens (which could be VERY strange
helping hand, time to rest, emotional if the universe is already blatantly
reconciliation) assists the characters supernatural). It need not involve
and instills hope, even if only for the magic, but strange forces appear to be
purpose of letting it be dashed in the at work; mysterious strangers appear
next scene. to help, unseen assailants attack,
objects vanish from locked rooms.
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One of the most critical components of a horror game is fear, which is more challenging to
instill in the players than it is to mandate for the characters. Fortunately, there are tricks that you can
use (solo or in standard play) to create at least a taste of the horror the characters are experiencing.
To a large degree, horror and fear are created by a lack of understanding and a sense that all is
not as it should be--if one thing is wrong, we think, what elsemight be lurking beneath the surface? If
we don’t know the rules, we have no way of knowing if the universe is stacked against us or not. Will
the gun I’m holding kill the beast charging at me down the hallway, or is it truly unstoppable? Tension
is high; this is the climactic moment, the end of the movie: I pull the trigger, shout, and we cut to black!
But is the next scene of triumph or gore?
Here are suggestions for building uncertainty in your games.
Fearful Chaos
While the use of the random event generator is discussed in detail in the instructions for the
GameMaster’s Apprentice, consider these possibilities:
● If you are using the deck as a game engine, use a system of Tension (page 22 of the instructions
document) that creates an appropriately high rate of random events. For example, for the
slasher-flick style of horror, you might use whichever system appeals to you, but also rule that
the appearance of a clue or piece of evidence in a scene automatically ramps the tension up by
1, and any scene where the killer is attacking (or the investigators are confronting the truth,
etc) gets set to 8 if it wasn’t already higher.
● If you are running a more traditional game with a GM, consider using a similar system of
Tension and drawing against it whenever a character takes action directly opposing the villain in
a new way; for example, when attacking, hiding from, or attempting to defend against them. If
a random event is triggered, it must be interpreted as negatively (for the players) as possible:
the wind scatters the salt circle; the groundskeeper left the back door unlocked; it turns out
that stabbing the masked killer has no effect; you realize the mask is actually based on William
Shatner’s face and freeze in terror; and so on.
● To reiterate a suggestion from the instructions, modify any scene that needs a bit more thrill by
using the sensory snippets: draw a card, read all four, and pick one or more that might evoke
nervousness or suspicion (obviously modifying and working them into the scene as necessary).
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Tower Home, headquarters, or other Moon A suspect or bad guy suddenly seems
location may be compromised; was less evil, or at least more helpful. Why
someone here while you were away? would they help you? Does it serve
Is it bugged? Are they watching you? their own ends, or were you wrong
the whole time?
Crown A leader may have mislead you or Sword Your weapons don’t work--they may
betrayed you. Are they being have been sabotaged, or they seem
framed? Is there a reasonable ineffective for some other reason.
explanation for their apparent How could this be?
actions?
Heart A friend or loved one may have an Shield Armor, protective charms, or wards
ulterior motive. Are they truly on fail or simply don’t do anything. Did
your side? Does this mean intra-party someone disable them, or were they
conflict? useless to begin with?
Skull Someone thought dead might Target Your goal is called into question--is it
actually be alive--or someone you still possible to achieve? Is it the right
dealt with recently may have been goal to be seeking? Are you really the
dead for much longer than that. villain?
What is going on?
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1) Starting at the beginning of a game, keep a blank chart handy, titled Questionable Decisions
and labeled 1-10. If you want the characters to have the potential to get the solution right on
their first try, fill in one space on the chart as “No Surprises;” pick either 1 or 10 (or both) for a
low chance of this occurring, or numbers closer to 5 and 6 for a high chance.
2) As the game progresses, keep track of decisions that might come back to haunt the PCs later, or
information that might not be trustworthy. Enter each piece into one of the lines on the table;
put the least trustworthy/most dangerous assumptions in the 5 or 6 spots, and the more
trustworthy/safer-bets closer to the 1 and 10 spots.
3) If information or a decision on the table is invalidated during gameplay, update the chart and
remove or alter those entries.
4) If you run out of space on the chart, either start a second or replace the most trustworthy
entries on the chart with your new potential problems.
5) During any moment when a plot twist might be revealed--such as confronting a suspected
villain, or even simply retrieving information that would confirm or deny your suspicions--draw
a card and use the Difficulty Selector to pick one of the entries (you can optionally roll 1d10
instead, but that produces flat odds, making each entry equally likely).
6) Whatever fact or character is rolled becomes something the PCs are wrong about, and now you
know it (though you don’t necessarily know the truth)! A blank line indicates that there were no
surprises.
7) Erase the selected block and work this new information into the story, keeping in mind that the
rest of the chart is still potentially uncertain.
This system can be used in non-horror games as well, but because it promotes uncertainty that
completely
isn’t arbitrary (thus allowing your suspicions and thoughts to guide it), it works well for
horror. And, of course, in extremely complex games rife with deception and intrigue, you can make
multiple charts--for different organizations, people, plots and schemes, and so on.
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